/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "GridStates.h"
#include "GridNotifiers.h"
#include "Grid.h"
#include "Log.h"

void InvalidState::Update(Map &, NGridType &, GridInfo &, const uint32 &/*x*/,
		const uint32 &/*y*/, const uint32 &) const {
}

void ActiveState::Update(Map &m, NGridType &grid, GridInfo & info,
		const uint32 &x, const uint32 &y, const uint32 &t_diff) const {
	// Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle
	info.UpdateTimeTracker(t_diff);
	if (info.getTimeTracker().Passed()) {
		if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y)) {
			ObjectGridStoper stoper(grid);
			stoper.StopN();
			grid.SetGridState(GRID_STATE_IDLE);
			sLog->outDebug(LOG_FILTER_MAPS,
					"Grid[%u, %u] on map %u moved to IDLE state", x, y,
					m.GetId());
		} else {
			m.ResetGridExpiry(grid, 0.1f);
		}
	}
}

void IdleState::Update(Map &m, NGridType &grid, GridInfo &, const uint32 &x,
		const uint32 &y, const uint32 &) const {
	m.ResetGridExpiry(grid);
	grid.SetGridState(GRID_STATE_REMOVAL);
	sLog->outDebug(LOG_FILTER_MAPS,
			"Grid[%u, %u] on map %u moved to REMOVAL state", x, y, m.GetId());
}

void RemovalState::Update(Map &m, NGridType &grid, GridInfo &info,
		const uint32 &x, const uint32 &y, const uint32 &t_diff) const {
	if (!info.getUnloadLock()) {
		info.UpdateTimeTracker(t_diff);
		if (info.getTimeTracker().Passed()) {
			if (!m.UnloadGrid(x, y, false)) {
				sLog->outDebug(
						LOG_FILTER_MAPS,
						"Grid[%u, %u] for map %u differed unloading due to players or active objects nearby",
						x, y, m.GetId());
				m.ResetGridExpiry(grid);
			}
		}
	}
}
